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SWAT
4: The Stetchkov Syndicate subscribes to the axiom:
Always leave them wanting more. The game is great
but it's too damn short. I want more, more, more I
tells ya'
. by
Cole Smith
March
7, 2006 - The
Stetchkov Syndicate is an expansion pack. You will
require a copy of the original SWAT 4 and if you haven't
already played it, you're in for a treat. I highly
recommend both of these titles if you like a sophisticated
shooter that requires more than just trigger twitching
reflexes. Those that have already played SWAT 4 can
look forward to new situations, new weapons and new
unpredictable madmen. This is a great example of a
great expansion pack. It doesn't take the series in
any new direction but it gives us more of what made
the original so good.

You
are the leader of a five-man elite, tactical squad.
Your missions range from hostage rescuing to bomb
disarming. In all of the missions you will face dangerous
and unpredictable suspects. They are more intelligent,
realistic and volatile than ever. Armed with various
weapons they will use them when cornered forcing you
to be more cautious. As a member of SWAT your prime
directive is to save lives. Not only those of the
victim but those of the suspects as well. You can't
just bust into a room and start running and gunning.
All missions have to be clearly thought out beforehand.
Fortunately the gameplay is not tightly scripted so
the missions won't be exactly the same when you replay
them.
Suspects
will not only fight to the death, they may try to
escape. When faced with a room with several doors
and windows you may have to issue commands to your
other members to cover as many exit areas as possible.
Your teammates will be divided into two groups of
two that you can choose to split up or act as one
unit. Blueprints of the various buildings will be
made available so that you can see where the possible
escape routes are located and take preventative measures
such as using gadgets like the door wedges to keep
specific doors inaccessible and forcing the suspect
into specific rooms or corridors.

Other
gadgets include night vision goggles to see in low
light, light sticks to place in the front of rooms
to alert other players that you've already checked
them out, fiber optic lenses to see around corners
and under doors, stun grenades to surprise suspects,
and pepper balls to incapacitate suspects. Another
new addition is the stun gun. It's similar to the
tazer but it's got a much longer range and fires multiple
shots. It's a great way to take down a suspect without
killing him.
These
gadgets work great and they are always fun to use.
I try to use as many as I can during missions which
not only greatly increases my chances of a successful
mission, but I also manage to wring maximum fun out
of the game. When assessing a situation you can give
orders in advance to your squad members that can be
executed later when you give the command. It's a time
saver and a real life saver.
It's
good to be prepared but you don't want to get anal
about it. There are situations in which you will have
to make split-second decisions which all the prep
work in the world wouldn't help you. It's these unpredictable
moments which really make the game shine. It's not
like you're playing against the AI, it's as though
you're actually matching wits with a real criminal
mind.
You
will encounter situations where bystanders pose a
threat to your safety and the safety of others. In
the last game you had to actually shoot them in the
leg or arm to incapacitate them if they would not
comply but you run the risk of killing them if their
health is low. In The Stetchkov Syndicate, you can
punch their lights out instead. It feels great to
have this extra bit of control especially when you
run out of ammo for your other non-lethal weapons.
Once they've been knocked out you can put them in
restraints and get them safely out of the way.

Weapons
such as a submachine gun, Colt rifle and grenade launcher,
which can be used to fire non-lethal rounds such as
flash bangs, are also included when things get particularly
nasty. However, you will earn more points if you bring
the suspect in alive. There are times when you have
to make judgement calls but you will lose points for
unauthorized use of deadly force. The suspects can
be heavily armed with a variety of weapons including
submachine guns.
Up
to 10 players can take part in the co-op mode which
can be played online or over LAN. It's really flexible.
You can have all 10 players on one team or you can
divide it up into two teams of any number of players
as long as it doesn't exceed 10 players. Unfortunately
there are some issues with online latency and slowdown
when the action heats up. If you've got the bandwidth
to handle the voiceover IP then you'll definitely
want to take advantage of it since it makes communication
so much easier, not to mention realistic.
The
other multi-player mode is called Smash and Grab.
It involves two opposing teams. One trying to locate
a suitcase and smuggling it out of a building while
the SWAT team tries to stop them. It's time limited
and each kill that the SWAT team makes eats up more
of the time. Conversely, the other team will buy time
when they make kills. It's a fun mode but it really
doesn't have much lasting power.
The
game looks as good as SWAT 4 which is darn good. Some
of the sound effects and musical cues are a little
out of time but for less than twenty bucks all can
be forgiven. If you're looking for a smart game that
doesn't require the patience of Job or the genius
of Einstein, but a little more intelligence than a
monkey with his hand on his joystick, then SWAT 4
and The Stetchkov Syndicate expansion pack are definitely
for you.

Features:
- Seven
new missions playable in single-player, multiplayer
and co-op mode
- 10-player
co-op -- increased from five -- allows players to
create a single "stick" of 10 or any combination
up to 10 for coordinated and devastating insertion
maneuvers
- New
SWAT equipment, including Night Vision Goggles,
Light Sticks for cleared rooms, Ammo Pouch (This
equipment will give the player 2 extra clips of
ammunition for their primary weapon)
- New
weapons including SWAT- and Suspect-only submachine
guns, stun guns, rifles, grenade launchers and pistols
- New
objective types, including preventing destruction
of evidence and preventing suspects from escaping
the scene
- Held
Commands, allowing players to hold movement of team
groups until the "Initiate" command, helping
coordinate synchronized actions across multiple
groups
- New
MP mode -- Smash and Grab -- where Suspects must
seize and escort a briefcase through a level while
SWAT teams attempt to stop their escape
- Server
browser improvements including, Voice-Over-IP (VoIP)
for built-in voice communication; GameSpy Stat Tracking
for ladders and rankings; and Voting for map selection,
choosing a leader, and kicking or banning players.
By
Cole Smith
CCC
Senior Writer
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